/*
 *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA
 *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP
 *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE
 *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER
 *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D
 *  ______________________________________________________________________
 *  papervision3d.org + blog.papervision3d.org + osflash.org/papervision3d
 */

/*
 * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

// ______________________________________________________________________
//                                                               Vertex3D
package org.papervision3d.core.geom.renderables;

//import flash.utils.Dictionary;
import nme.ObjectHash;

import org.papervision3d.core.math.Number3D;
import org.papervision3d.core.render.command.IRenderListItem;


/**
* The Vertex3D constructor lets you create 3D vertices.
*/
class Vertex3D extends AbstractRenderable, implements IRenderable
{
	/**
	* An Number that sets the X coordinate of a object relative to the scene coordinate system.
	*/
	public var x :Float;

	/**
	* An Number that sets the Y coordinate of a object relative to the scene coordinates.
	*/
	public var y :Float;

	/**
	* An Number that sets the Z coordinate of a object relative to the scene coordinates.
	*/
	public var z :Float;

	/**
	* An object that contains user defined properties.
	*/
	public var extra :Dynamic;
	
	/**
	 * Used for removing duplicates in clipping procedures
	 */
	public var timestamp:Float;
	
	/**
	 * Vertex2D instance 
	 */
	public var vertex3DInstance:Vertex3DInstance;
	
	//To be docced
	public var normal:Number3D;
	public var connectedFaces:ObjectHash<Triangle3D, Triangle3D>;
	
	private var persp:Float;
	
	private var position:Number3D;

	/**
	* Creates a new Vertex3D object whose three-dimensional values are specified by the x, y and z parameters.
	*
	* @param	x	The horizontal coordinate value. The default value is zero.
	* @param	y	The vertical coordinate value. The default value is zero.
	* @param	z	The depth coordinate value. The default value is zero.
	*
	* */
	public function new( x:Float = 0, y:Float = 0, z:Float = 0 )
	{	
		super();
		
		persp = 0;
		position = new Number3D();
		
		this.x = position.x = x;
		this.y = position.y = y;
		this.z = position.z = z;
		
		this.vertex3DInstance = new Vertex3DInstance(); 
		this.normal = new Number3D();
		this.connectedFaces = new ObjectHash<Triangle3D, Triangle3D>();	
	}
	
	public function getPosition():Number3D
	{
		position.x = x;
		position.y = y;
		position.z = z;
		return position; 
	}
	
	public function toNumber3D():Number3D
	{
		return new Number3D(x,y,z);
	}
	
	public function clone():Vertex3D
	{
		var clone:Vertex3D = new Vertex3D(x,y,z);
		clone.extra = extra;
		clone.vertex3DInstance = vertex3DInstance.clone();
		clone.normal = normal.clone();
		return clone;
	}
	
	public function calculateNormal():Void
	{
		var face:Triangle3D;
		var count:Float = 0;
		normal.reset();					
		for(face in connectedFaces)
		{	
			
			if(face.faceNormal != null){
				count++;
				normal.plusEq(face.faceNormal);
			}
		} 
		//normal.x/=count;
		//normal.y/=count;
		//normal.z/=count;
		var p:Number3D = getPosition();
		p.x /= count;
		p.y /= count;
		p.z /=count;
		p.normalize();
		normal.plusEq(p);
		normal.normalize();
	}
	
	override public function getRenderListItem():IRenderListItem
	{
		return null;
	}
	
	public static function weighted(a:Vertex3D, b:Vertex3D, aw:Float, bw:Float):Vertex3D
	{                
		var d:Float = aw + bw;
		var ak:Float = aw / d;
		var bk:Float = bw / d;
		return new Vertex3D(a.x*ak+b.x*bk, a.y*ak + b.y*bk, a.z*ak + b.z*bk); 
	}
	
	public function perspective(focus:Float):Vertex3DInstance
	{
		persp = 1 / (1 + z / focus);

		return new Vertex3DInstance(x * persp, y * persp, z);
	}
	
}